Week 6 Mason Tosadori

  1. What made the experience fun or not? KEEP TALKING AND NO ONE EXPLODES
  1. What is the motivating factor to get or keep players playing?
  1. Is the game persuasive, and what is it trying to get you to do outside of the game?
  1. What is the game’s metaphor and which of the game’s mechanics standout?

The games metaphor has to do with working with a partner. Maybe it means that working with others can be difficult, but sometimes its needed. The mechanic that standsout is the fact that you need to have someone else to play. The game is multiplayer but not in the typical sense where you share a screen and play together, this game has someone playing the game, and someone reading the book.

  1. How does the gameplay make you feel? Who does the game make you feel empathy for?
  1. Is the game an activist game? If so what does the game play advocate for?
  1. Describe the game in 3 sentences or in the form of a haiku

5 simulation idea

  1. A game where you take a test in class but you have to cheat to try and pass
  2. A game where you are an emergency responder and have to dispatch help
  3. A farming simulator where you have to go around and feed livestock and take care of plants
  4. an inventory managment game where you have to look at patterns and keep your store stocked, (supply and demand)
  5. A firewatch game where you sit in a tower and have to make radio calls and prevent fires/put them out

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